Wayfarer Cirqueliste (Prestige Class)

Similar documents
CONDITIONAL MODIFIERS

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne.

The Basic System. Stun Points (SP) Natural Abilities

Initiative. Hit-Points

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P

DRACONIANS IN PATHFINDER

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Class: Level: Height: 5' 8" Weight: 170 Class: Level: Hair: Black Eyes: Brown Class: Level: Skin: Tan Size: Medium

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

Alignment: Any Chaotic alignment. Hit Die: d6.

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

Converting to SEG. The following is a correlation between CoC Characteristics and SEG Attributes:

Athletics - climb, jump, and swim.

Pabst B. Ribbit 8 Assassin 13,000 Character Name Level Class Paragon Path Epic Destiny Total XP

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC PRESTIGE CLASS PROGRESSIONS

Table: The Kingsglaive. Glaive Maximum Enhancement Bonus. Base Attack Bonus. Fort Save. Ref Save. Will Save. Special. Level

Alignment: Any non-good alignment. Hit Die: d6.

Linguistics +2 INT (0) 2 Perception +8 WIS (1) 4. Spellcraft +4 INT (0) 1 Stealth +3 DEX (2) 1. Damage / Current HP. Survival +5 WIS (1) 1

Class Information The following information pertains to the Technomancer advanced class.

Swords Against Owlbears Print Book Errata - 17 June 2017

# of minis. Minis. Base Size. Vulture. Small Medium Medium Medium Large Large Medium Large. Bandits Dogs Horses. Part. Part 2. Part Part Part.

:D\ RI WKH :DUULRU. This source book contains information on the fighting classes, i.e. the fighter, the samurai, and their ilk.

Everyman Unchained: Unchained Rage

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one.

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level!

Udo's D20 Mass Combat

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Illustration by Mark Zug

Danelle 12 Paladin Justiciar Character Name Level Class Paragon Path Epic Destiny Total XP

THE CLASS HACK For Use With The Black Hack

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com

Damage / Current HP. Crit: 2 Rng: 20' Light, P. Crit: N/A Ammo

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

cleric cleric starting moves str int wis dex con cha luc abilities armor weapons xp constitution FAVOR LeVEl +PrI PRIME ABILITY equipment

Sherwood: The Legend of Robin Hood is published by Battlefield Press, Inc., 3201 Knight St, #907., Shreveport, LA

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

Noƒeratu Conversion Version November 11, In The Year of Our Lord 2000 James Landry Conversion Notes.

NAME PLAYERNAME DEITY ALIGNMENT. Ftr6 Wiz Gray Elf Medium 5 5" 100 lbs. Low-light CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION

1 1 NA NA NA NA NA NA NA NA NA NA NA NA 4. Hunter NA 5 NA NA 5 NA NA 6 NA 8 7

Mummy s Mask Part 1 The Half Dead City Monster Stat Blocks for PFS

Classic D&D Skills. A d% System. Rules by: Havard Frosta and Brian Mathers. When you are attempting any non-combat action, roll a d% below a number.

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky)

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS

3 rd and 3.5 Edition Classes

PALADIN. quick reference D &D 5 E

Defense Human Soldier are better at avoiding damaging due to training at dodging, blocking, parrying, etc. -1 to attackers to-hit rolls.

Foes of the Fiends. A Web Enhancement for the Book of Fiends

Masque of the Red Death A player s Guide: PC classes revisited

Version Character Creation

BULETTE CR 7 N Huge magical beast Init +6; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11 DEFENSE AC 22, touch

Gamma World Character Generation By: Paul S. Williams( ) For Gamma World 3 rd Ed. Master s of the Earth Campaign

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE

A special thanks to Kristian Hartmann for giving the creatures the once over and handing back sound advice.

Size. are in the same square, all ranges are treated as close range. This will be covered more carefully in the next

Chapter 3 - Classes ASSASSIN Alignment: Any. Hit Die: d8.

Johnny Comes Marching Home

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Prototype Character Creation

Heroes of High Favor: HALF-ORCS. A d20 Supplement by Benjamin R. Durbin. Sample Pages. Credits

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

Assault on the Wound Subtier 6-7

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC FEATS

P a g e Realms v1.2 Copyright 2010 Ignazio Corrao

Eidolons. Everyman Unchained: Sample file. About the Author

WIZARD. The Power Gamer s 3.5. Strategy Guide. Credits. The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style!

Str 9, Dex 15, Con 18, Int 10, Wis 12, Cha 17 Skills: Concentration +8, Escape Artist +4, Hide +4, Jump +1, Spellcraft +7

1 4 Players Playtime: minutes. Introduction: Object of the Game: Contents:

1 AR. of Rebellion. encounter maps Orgoth villains. web extras 1

This book doesn t exist.

TAC MYTHOS. Byakhee Attack. 0 CP Any. Mythos Influence Level increases by one. always attacking the nearest unit. The

CHARACTER RECORD SHEET

Morale Programmed to destroy the Pathfinders of Heidmarch Manor, the angelic guardians fight until destroyed. ANGELIC GUARDIANS CR 5

The Dwarvenhold Campaign

Focus On Freeport#9: Hell s Foes

By Night Studios: Basic Combat System Overview

SorCerer Card deck SPeLLS CLaSS features * talents

Chapter 3 Classes of Al-Dakan

FLASHBURN HYPER SIMPLE SCIENCE FICTION SKIRMISH WARGAMES RULES FREE! Pz8. Playtest & Ideas: Martin Nortman & The Southern Rebels

Converting 3.0 Ravenloft Prestige Classes to 3.5

EMERALD SPIRE LEVEL 7 SHRINE OF THE AWAKENER

PURE LEGION ENFORCERS

Roll 4d6, six times Note results on scrap paper. Drop lowest score and add up the three highest scores.

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily

0-LEVEL RED MAGE SPELLS

Table of Contents. How does this game work? What do I need to play? What kind of character can I play? What are stats? What is proficiency?

Gamma World Character Creation Guide v1.1

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 18 AC DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 15 FORT

Sample file. Written by Ken St. Andre. Covers by David Schumacher and Jarek Gach. Interior illustrations by Jeff Freels. Edited by M. E.

Realms of Adventure. A Fantasy Roleplaying Game. By James Patrick Updike

Everyman Unchained: Unchained Cunning

Rng: 20 ft./60 ft. Finesse, Light, Thrown. All Eyes On You. Cunning Action. Rng: 150 ft./600 ft. Ammunition, Heavy, Two-Handed.

Lady Saria s Earthdawn Sheets

Star Wars Complete Visual Dictionary Wordpress

Ayrzul Novice s Cleric Spells (Tier 1-2)

Transcription:

Wayfarer Cirqueliste (Prestige Class) Travelers of a thousand lands. Performers of ancient legends and living myths. Those who are above borders. The Wayfarer Cirque has turned its humble beginning as a haven for traveling actor-mages into a near monopoly on a vital service in international travel and trade: teleportation. From their base a teleporting galleon known as the Wayfarer Theater the wayfarers operate around the world. Their reputation as some of the most entertaining performers gains them warm welcomes in all the major ports around the world, but their elaborately costumed theatrical productions are only the public front to a fabulously expensive network of elite couriers, freight delivery, and expert guides to the most dangerous places in the world. Every wayfarer must be a talented acrobat or performer, and possess some level of magical skill. Most importantly, however, wayfarers are not beholden to any government, and maintain a strict control of the affairs of their members. Wayfarers are required to pay the Cirque a fee for each teleportation spell they provide, even to friends and allies. Because of this fee, wayfarers usually charge for their services except in extreme circumstances. Those who join the Cirque merely to learn their secrets and then use the knowledge only for themselves are tracked down, and their punishment is fierce indeed. Oath: The Wayfarers want to maintain their near-monopoly on teleportation magic, and so new members of the Cirque must pledge to pay the Cirque a fee for every time they teleport someone. Wayfarers are not required to charge for their services, as long as the Cirque gets its money. A wayfarer must speak to one of the Cirque leaders at least once a month and submit to a discern lies spell, then report how many times he has provided teleportation services to others. A wayfarer who fails to hand over the mandated commission is put on probation, and is not allowed to make any profit from teleportation for a month. A wayfarer is not required to pay for teleportation used when his or an ally s life is at stake, but when rescuing strangers the wayfarer is still required to pay.

A wayfarer who regularly shirks his responsibility is stripped of his powers quite violently. Stories tell of a trained wight that the head of the Cirque keeps in the Wayfarer Theater ship, which sucks the life from those who transgress against their oath until they have no more power than an apprentice wizard. The former wayfarer is then placed in an oubliette for one year, removing from him even the freedom to travel by conventional methods. Fee Owed Dimension door or other local teleportation 20 gp Teleport 300 gp Greater teleport 500 gp Note! This prestige class might not be balanced in other settings where you don t catch on fire for teleporting. Requirements Spellcasting: Ability to cast wayfarer s step. Skills: From the following skills, you must have 9 ranks in one, and 2 ranks in any other two Balance, Climb, Disguise, Jump, Knowledge (geography), Perform (any), Tumble. Table: The Wayfarer Cirqueliste Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1 +0 +0 +2 +0 Wayfarer s step, dimension door, traveler - 2 +1 +0 +3 +0 Expanded spells (2 nd ), sense teleportation, teleport - 3 +1 +1 +3 +1 Extra passengers, splendorous passage +1 spells per day/known 4 +2 +1 +4 +1 Expanded spells (3 rd ), swift step - 5 +2 +1 +4 +1 Abduct, celeritous strafe +1 spells per day/known 6 +3 +2 +5 +2 Expanded spells (4 th ), greater teleport - 7 +3 +2 +5 +2 Spellrunner, unanchored +1 spells per day/known 8 +4 +2 +6 +2 Expanded spells (5 th ), planar spell, prescient dodge - Hit Die: d6.

Class Skills The Wayfarer Cirqueliste s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Speak Language (none), Spellcraft (Int), Tumble (Dex), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the Wayfarer Cirqueliste. Weapon and Armor Proficiency: A Wayfarer Cirqueliste gains no new weapon or armor proficiencies. Spellcasting: Levels of Wayfarer Cirqueliste stack with your arcane caster level for the purposes of caster level and familiar advancement. Additionally, at 3 rd, 5 th, and 7 th level, a Wayfarer Cirqueliste gains additional spells per day and spells known as if he had gained a level in his previous arcane spellcasting class. Wayfarer s Step (Sp): A Wayfarer Cirqueliste can use wayfarer s step a number of times per day equal to his caster level plus three. His effective caster level for this and all other class spell-like abilities is the same as his arcane caster level. Dimension Door (Sp): A Wayfarer Cirqueliste can use dimension door once per day at 1 st level, twice at 4 th level, and three times at 7 th level. After using this ability, the Wayfarer Cirqueliste s turn does not end immediately, unlike normal dimension door. Traveler (Su): A Wayfarer Cirqueliste gains the ability to ignore effects that would restrict her movement. This acts as the freedom of movement spell, and can be used a number of rounds per day equal to twice the Wayfarer Cirqueliste s class level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the daily limit of rounds). Expanded Spells (Sp): At 2 nd level, a Wayfarer Cirqueliste may select one spell of 2 nd level or lower from the spell list of his arcane class. This spell must be related to travel or movement, such as jump, levitate, or spider climb; and in the War of the Burning Sky campaign saga, resist energy would be valid, since it protects against the fires of teleportation. The Wayfarer Cirqueliste may expend one of his daily uses of wayfarer s step to use the chosen spell instead as a spell-like ability. At 4 th level, the Wayfarer Cirqueliste gains another spell, which must be of 3 rd level or lower. At 6 th level he gains a spell of 4 th level or lower, and at 8 th level he gains a spell of 5 th level or lower.

Sense Teleportation (Su): A 2 nd level Wayfarer Cirqueliste can sense recent teleportation magic. If a wayfarer comes within 60 ft. of a location where teleportation either arrived or departed within the last ten minutes, he is immediately aware of it. By concentrating for one round he can locate the exact location the spell occurred, and by concentrating a second round he becomes aware if the spell was arriving or departing. Finally, by concentrating for a third round he can sense the point of departure or destination of the teleportation spell, getting the vaguest sense of the area, enough for him to teleport there as if he had viewed it once. If the wayfarer does not follow the teleportation within ten minutes, he loses this sense of that area, and treats that area as if he has never seen it (unless, in fact, he has seen it before). Teleport (Sp): At 2 nd level, a Wayfarer Cirqueliste can use teleport once per day, twice at 5 th level, and three times at 8 th level. Using this ability requires one full minute. At 8 th level, the wayfarer can teleport as a standard action. Extra Passengers: At 3 rd level, a Wayfarer Cirqueliste can take additional creatures with him whenever he uses dimension door, teleport, or greater teleport. For each use of wayfarer s step he expends, he can bring along one additional Medium creature. Splendorous Passage (Ex): At 3 rd level, a Wayfarer Cirqueliste adds his Charisma bonus (if any) to Balance, Climb, Escape Artist, Jump, Ride, Swim, and Tumble checks. Swift Step: At 4 th level, a Wayfarer Cirqueliste can use his wayfarer s step spell-like ability as a swift action. Only his wayfarer s step spell-like ability is quickened. Spells he has access through Expanded Spells are not swift. Abduct (Su): Starting at 5 th level, a Wayfarer Cirqueliste s teleportation spells and spelllike abilities can affect unwilling creatures as if they were willing. Such creatures may make a Will save (DC 10 + spell level + Wayfarer s Charisma modifier) to avoid being forced to teleport. Celeritous Strafe (Ex): At 5 th level, a Wayfarer Cirqueliste who uses a move action to move can take his standard action for the turn at any point during his movement. Greater Teleport (Sp): At 6 th level, a Wayfarer Cirqueliste can use greater teleport once per day. Using this ability requires one full minute. At 8 th level, the wayfarer can greater teleport as a standard action. Spellrunner (Su): At 7 th level, whenever a Wayfarer Cirqueliste casts a spell with an instantaneous duration, he may expend a daily use of wayfarer s step to teleport to any space within that spell s area or adjacent to one of its targets, as long as that space is within 800 ft. of the wayfarer. Unanchored (Su): At 7 th level, a Wayfarer Cirqueliste can attempt to use dimensional travel even when an effect like dimensional anchor prohibits such movement. Whenever he casts a spell or uses a spell-like ability with the teleportation descriptor he

may make a caster level check against DC 11 + caster level of the prohibiting magic. If he succeeds, his teleportation spell or spell-like ability functions normally. If he fails, the spell or ability is wasted. Planar Spell (Su): At 8 th level, any spell a Wayfarer Cirqueliste casts can affect an incorporeal or ethereal creature just as it would a corporeal creature, at the wayfarer s choice. Prescient Dodge (Ex): At 8 th level, once per day a Wayfarer Cirqueliste can take a move action as an immediate action. If he does this in reponse to an attack and moves to a space the attacker cannot target, the attack misses him. If he moves but is still within reach or range, the attacker automatically readjusts his aim, and the attack is resolved normally. Using this ability must be declared after an attack is announced but before the attack roll is made. New Spell Wayfarer s Step Conjuration (Teleportation) Level: Brd 1, Sor/Wiz 1 Components: V Casting Time: 1 full-round action Range: Touch Target: Personal Duration: One minute You can teleport 10 ft., plus 5 ft. per two levels. You do not need line of sight to your destination, but you cannot teleport to any location if there is a physical barrier between you and it, so you could not teleport through a window, through prison bars, or past a door, but you could teleport across a chasm, through fog, around a corner, or up a cliff. If your intended destination is occupied, you do not teleport.